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TODO:#

  • Look into multiprocess cooking and how to enable if it’s not on by default

Useful Console Command Cooking:#

IMPORTANT: THESE HAVE TO BE PASSED DIRECTLY TO THE COOK COMMANDLET.#

Check the variants for passing to project launcher/automation tool#

  • -NODEV pass itas a cooking command line switch to the cook commandlet to exclude content in developer folders

  • **AUTOMATION VARIANT: -**AdditionalCookerOptions=”-NODEV”

  • -verbosecookerwarnings

  • **AUTOMATION VARIANT: -**AdditionalCookerOptions=”-verbosecookerwarnings”

  • -skipeditorcontent

  • AUTOMATION VARIANT: -SkipCookingEditorContent

  • -LogCmds=”global verbose”

  • For missing asset references, turn on LogRedirectors verbose logging to show property references to missing assets e.g. -LogCmds=”LogRedirectors verbose”

  • **AUTOMATION VARIANT: -**AdditionalCookerOptions=”-LogCmds=\“global verbose\“”

  • IMPORTANT: Don’t have a trailing quote in Additional Cooker Options

  • GOOD: -AdditionalCookerOptions=”-LogCmds=\“LogRedirectors verbose\” -nodev”

  • BAD: -AdditionalCookerOptions=”-nodev -LogCmds=\“LogRedirectors verbose\“”

Packaging Test Build#

  • Go to your UE4/Engine/Build/BatchFiles folder, and run the following:
"UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="UnrealEngine\GENeuro\Neuro.uproject" -windows-noeditor -cook -build -stage -pak -package -clientconfig=Test

Packaging without cooking or building#

  • “UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat” BuildCookRun -project=”UnrealEngine\GENeuro\Neuro.uproject” -windows-noeditor -skipcook -stage -pak -package -clientconfig=Test

Only Cook Content#

"UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun -project="UnrealEngine\\GENeuro\\Neuro.uproject" -windows-noeditor -cook -iterate -clientconfig=Test

Cooking content Detailed [sometimes RunUAT fails but this direct command doesn’t]:#

  • UE4Editor.exe -run=cook -targetplatformname=WindowsNoEditor -targetconfiguration=DebugGame -targetplatform=+ [-cookonthefly][-iterate] [-map=+]

  • UE4Editor-Cmd.exe -run=cook -targetplatformname=WindowsNoEditor -targetconfiguration=DebugGame -targetplatform=+ [-cookonthefly][-iterate] [-map=+]

Cook On The Fly:#

"UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe" "UnrealEngine\\BBR\\BBR.uproject" -run=cook -targetplatform=Windows -cookonthefly -iterate -debug -log

"UnrealEngine\Engine\BBR\Binaries\Win64\BBRProto-Win64-DebugGame.exe" -Game -debug -log -filehostip=127.0.0.1

"UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe" "UnrealEngine\\BBR\\BBR.uproject" -targetplatform=Windows -Game -debug -log -filehostip=127.0.0.1

Cooking on the Fly Notes#

Server#

Basic Command Line#

"UnrealEngine\Engine\Binaries\Win64\UE4Editor.exe" "UnrealEngine\\BBR\\BBR.uproject" -run=cook -targetplatform=Windows -cookonthefly -iterate -debug -log

Project File#

If you do not specify the Unreal project file, you will get a message box telling you paper2D is not present, and the program will exit when you click it.

TargetPlatform#

When running the standalone version, the game will fail to connect to a cook server run with “-targetplatform=Windows”; it requires “-targetplatform=WindowsNoServer”. The target platforms must match completely. I haven’t tried it, but that should imply that the server requires “-targetplatform=WindowsServer”. That means that a server cannot fulfill request to both a standalone game and a server. There is no command line argument for port number. Thus, to have both a client and a server running with data cooked on the fly requires two computers right now.

Client#

Basic Command Line#

UnrealEngine\Engine\Binaries\Win64\UE4Editor-Win64-Debug.exe" "UnrealEngine\BBR\BBR.uproject" -targetplatform=Windows -Game -debug -log -filehostip=127.0.0.1

TargetPlatform#

The -targetplatform argument is ignored when running the standalone. It always attempts to connect as WindowsNoServer. I don’t know if the other builds make requests based on the argument.


Last update: November 14, 2019